Might as well upload this publicly as well. Beware that this is extremely glitchy and is just a testing mule for me(and you). The engine sometimes goes full throttle for no reason and then glitches the rotators, and it likes turning right for no apparant reason. It also has way too much torque in low gears because somehow it bogs down at around 48km/h in any gear regardless of how much torque you give it... At the moment the only way to steer it is using the brake and parking brake. Brake slows down the left track, parking brake slows down the right track. I will attempt to do some lua magic and try to get the steering working properly and also make the tracks/rotators less glitchy.
Re: Tracked vehicle proof of concept(glitch AF!) Nice! Now that slidenodes are here, ANYTHING is possible.
Re: Tracked vehicle proof of concept(glitch AF!) Sorry for the probably stupid question, but what exactly are slidenodes? Ive seen so many things about them im just wondering how they are different
Re: Tracked vehicle proof of concept(glitch AF!) If you define a node as a slidenode, it can slide along a rail of nodes(which you can define). Now that this functionality is added in BeamNg, it allows mcpherson struts to be made, tracked vehicles to be made, cranes to be made, rollback towtrucks to be made, and realistic steering racks to be made EDIT: Updated. Steers left and right a bit better now with custom inputmaps. Still having a go at the lua
Re: Tracked vehicle proof of concept(glitch AF!) freezes physics when I spawn it followed by exploding and crashing the game when it touches the ground after I unfreeze physics
Re: Tracked vehicle proof of concept(glitch AF!) reloaded the map from scratch and it worked again, maybe there was something it didnt like about one of my earlier vehicles I spawned???
Re: Tracked vehicle proof of concept(glitch AF!) Holly balls !!! So Awesome ! I wish if I had the experience you, Drowsy and the others had with RoR and the slide nodes I would have done some work too ! So now I have to wait for released mods to learn from it .
Re: Tracked vehicle proof of concept(glitch AF!) No excuses! I don't have any RoR experience at all, my first time using slidenodes was 2 days ago. So get to work.
Although I'm away from my gaming PC until next week, I'm quite excited to see this stuff being developed. If you're having issues with torque above 40km/h, could you perhaps model it after a WWI (very slow) tank? The Mk IV is an elegant design that might be ideal for your early attempts. As an experienced 3D modeler, I'd be willing to do the mesh and textures for you. (imported from here)
Re: Tracked vehicle proof of concept(glitch AF!) Well what I mean is that how did u know about the slide nodes and who showed you how they work ,I mean some people have the devs' support while other don't. And when I ask for help nobody responds so..... I'm trying to learn from your forklift . I can't thank you enough for making it
Re: Tracked vehicle proof of concept(glitch AF!) I rewrote the Wiki page, and included an example project. Hope it helps http://wiki.beamng.com/Slidenodes
Re: Tracked vehicle proof of concept(glitch AF!) how can i get your forklift? (sorry for pestering, but it's awesome)
Re: Tracked vehicle proof of concept(glitch AF!) It'll be released in a few days or so, when it's ready. (Sorry for hijacking thread Tom)
Planning skip my other projects and go with Panzerkampfwagen VIII Maus! a 187,960 kg tank with a 12.8 cm armament!
Nah, you want this:http://en.m.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte Commas as decimal places really confuse me. Thought you said it weighed nearly 2 hundred thousand tonnes there.
How does the comma lead you to read "tonnes" exactly? It weighs 200,000kg, or 200 tonnes. As for what I'll make with tracks: I need someone to sort out the steering first, and theshark and me had a look(and went in the right direction), but came to the conclusion that Estama is probably the only one who can do this properly. I need 4 buttons on the keyboard: 1 to accelerate the left track, 1 to accelerate the right track, and then 1 to brake left, and 1 to brake right. For a controller I want to use either the 2 triggers for acceleration and the bumpers for braking, or something with the analog sticks. Regardless, it'll need some severe hacking in the drivetrain.lua. I'm thinking something like a Crusader or Pzkmpf III/IV or something or some other sexy-looking fast-ish tank. I'd prefer a tank with reasonably wide tracks(so not like a BT-2), as I imagine that would be easier to make rigid in BeamNG. Perhaps the tank they had in RoadKill, cause that looked pretty cool.